Use rects to improve rendering times.
authorSimon Cross <hodgestar@gmail.com>
Fri, 9 Sep 2016 18:39:10 +0000 (20:39 +0200)
committerSimon Cross <hodgestar@gmail.com>
Fri, 9 Sep 2016 18:39:10 +0000 (20:39 +0200)
tabakrolletjie/lights.py

index 84318d15e253616dbe529fcd5a0f0d869e8a1ad2..9ecef86f6a8a7794e9778640c6559c6f17eda2fb 100644 (file)
@@ -6,9 +6,11 @@ import pymunk.pygame_util
 import pygame.display
 import pygame.draw
 import pygame.locals as pgl
+import pygame.rect
 
 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
 from .rays import RayPolyManager
+from .utils import DetailedTimer
 
 LIGHT_FILTER = pymunk.ShapeFilter(
     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
@@ -137,18 +139,20 @@ class BaseLight(object):
         radius_mask = self._surface_cache.get('radius_mask')
         if radius_mask is None:
             radius_mask = self._surface_cache['radius_mask'] = (
-                pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+                pygame.surface.Surface(
+                    surface.get_size(), pgl.SWSURFACE)).convert()
 
         ray_mask = self._surface_cache.get('ray_mask')
         if ray_mask is None:
             ray_mask = self._surface_cache['ray_mask'] = (
-                pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+                pygame.surface.Surface(
+                    surface.get_size(), pgl.SWSURFACE)).convert()
 
         overlay_surf = self._surface_cache.get('overlay_surf')
         if overlay_surf is None:
             overlay_surf = self._surface_cache['overlay_surf'] = (
                 pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
+                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
 
         return radius_mask, ray_mask, overlay_surf
 
@@ -156,36 +160,55 @@ class BaseLight(object):
         if not self.on:
             return
 
-        radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+        dt = DetailedTimer("render_light")
+        dt.start()
+        dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
+
+        max_radius = self.radius_limits[1] or 50.0
+        min_radius = self.radius_limits[0] or 0
+
+        rw = max_radius * 2
+        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+        dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
+        dest_rect.move_ip(- max_radius, - max_radius)
+
         white, black = (255, 255, 255), (0, 0, 0)
 
+        radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+        radius_mask.set_clip(dest_rect)
+        ray_mask.set_clip(dest_rect)
+        overlay_surf.set_clip(dest_rect)
+
         ray_mask.fill(black)
         for pygame_poly in self.ray_manager.pygame_polys(surface):
             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
             pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
+        dt.lap("ray mask rendered")
 
         radius_mask.fill(black)
         centre = pymunk.pygame_util.to_pygame(self.position, surface)
-        max_radius = self.radius_limits[1] or 50.0
-        min_radius = self.radius_limits[0] or 0
-        width = max_radius - min_radius
         pygame.draw.circle(
-            radius_mask, white, centre, int(max_radius), int(width))
+            radius_mask, white, centre, int(max_radius), 0)
         pygame.draw.circle(
-            radius_mask, white, (centre[0] + 1, centre[1]),
-            int(max_radius), int(width))
+            radius_mask, black, centre, int(min_radius), 0)
+        dt.lap("radius mask rendered")
 
-        ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
+        ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGB_MULT)
         ray_mask.set_colorkey(black)
+        dt.lap("blitted radius mask to ray mask")
 
         light_colour = self.COLOURS[self.colour]
         intensity = int(255 * self.intensity)
         light_colour = light_colour + (intensity,)
 
-        overlay_surf.blit(ray_mask, (0, 0), None)
+        overlay_surf.blit(ray_mask, dest_rect, dest_rect)
+        dt.lap("blitted ray mask to overlay")
         overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+        dt.lap("coloured overlay")
 
-        surface.blit(overlay_surf, (0, 0), None)
+        surface.blit(overlay_surf, dest_rect, dest_rect)
+        dt.lap("blitted surface")
+        dt.end()
 
     def render_fitting(self, surface):
         pygame.draw.circle(